Marco, your guide suggest that 10-targets is the perfect amount for Wyrmshot, but you reach that with 13-invested points, yet you list 21-points as the optimum amount. Is there a reason for the discrepancy?

I ask because if 10-targets is really the perfect amount, then I think I'll put Ghost Arrow to 27 and get Phalanx to 15 for a 0-second spell timer.

@taem wrote:Marco, your guide suggest that 10-targets is the perfect amount for Wyrmshot, but you reach that with 13-invested points, yet you list 21-points as the optimum amount. Is there a reason for the discrepancy?

I ask because if 10-targets is really the perfect amount, then I think I'll put Ghost Arrow to 27 and get Phalanx to 15 for a 0-second spell timer.

Well, quite obviously, there was a time where indeed you needed that amount of points for that amount of targets as the guide mentions, however, investing in wyrmshot is just a waste of points entirely and not worth a single one, imo.

What I meant was in your guide, it says you only need enough into Wyrmshot for 10-targets, but when you list what points go where directly below that statement, you put 21-pointn into Wyrm. I was just confused. It deosn't watter now because I decided to keep Wyrm at 10-targets and give Phlan 0-sec spell timer. I'm really enjoying this build so far Marco, and I love. your guide. I tried many different skill combos and you really nailed this build perfectly imo.

I found what makes wyrm shot and phalanx so good is that you can kill so far off screen. Being that our def is 0 if using frenzy, the best def we can have is space. I can run ta without having to worry about arrow side because it often doesn't reach me. Phalanx is also key in k3k when you first start running it. You don't have to come close to totems in order to kill them, just need to be creative.